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UnrealEngineUWP/Engine/Source/Programs/AutomationTool/BuildGraph/Tasks/CookTask.cs

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Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
using AutomationTool;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnrealBuildTool;
namespace BuildGraph.Tasks
{
/// <summary>
/// Parameters for a task that runs the cooker
/// </summary>
public class CookTaskParameters
{
/// <summary>
/// Project file to be cooked
/// </summary>
[TaskParameter]
public string Project;
/// <summary>
/// The cook platform to target (eg. WindowsNoEditor)
/// </summary>
[TaskParameter]
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
public string Platform;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
/// <summary>
/// List of maps to be cooked, separated by '+' characters
/// </summary>
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
[TaskParameter(Optional = true)]
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
public string Maps;
/// <summary>
/// Additional arguments to be passed to the cooker
/// </summary>
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
[TaskParameter(Optional = true)]
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
public bool Versioned = false;
/// <summary>
/// Additional arguments to be passed to the cooker
/// </summary>
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
[TaskParameter(Optional = true)]
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
public string Arguments = "";
}
/// <summary>
/// Cook a selection of maps for a certain platform
/// </summary>
[TaskElement("Cook", typeof(CookTaskParameters))]
public class CookTask : CustomTask
{
/// <summary>
/// Parameters for the task
/// </summary>
CookTaskParameters Parameters;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="InParameters">Parameters for this task</param>
public CookTask(CookTaskParameters InParameters)
{
Parameters = InParameters;
}
/// <summary>
/// Execute the task.
/// </summary>
/// <param name="Job">Information about the current job</param>
/// <param name="BuildProducts">Set of build products produced by this node.</param>
/// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param>
/// <returns>True if the task succeeded</returns>
public override bool Execute(JobContext Job, HashSet<FileReference> BuildProducts, Dictionary<string, HashSet<FileReference>> TagNameToFileSet)
{
// Figure out the project that this target belongs to
FileReference ProjectFile = null;
if(Parameters.Project != null)
{
ProjectFile = new FileReference(Parameters.Project);
if(!ProjectFile.Exists())
{
CommandUtils.LogError("Missing project file - {0}", ProjectFile.FullName);
return false;
}
}
// Execute the cooker
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
using(TelemetryStopwatch CookStopwatch = new TelemetryStopwatch("Cook.{0}.{1}", (ProjectFile == null)? "UE4" : ProjectFile.GetFileNameWithoutExtension(), Parameters.Platform))
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
string[] Maps = (Parameters.Maps == null)? null : Parameters.Maps.Split(new char[]{ '+' });
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
CommandUtils.CookCommandlet(ProjectFile, "UE4Editor-Cmd.exe", Maps, null, null, null, Parameters.Platform, (Parameters.Versioned? "" : "-Unversioned ") + Parameters.Arguments);
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
}
// Find all the cooked files
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
DirectoryReference CookedDirectory = DirectoryReference.Combine(ProjectFile.Directory, "Saved", "Cooked", Parameters.Platform);
if(!CookedDirectory.Exists())
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
{
CommandUtils.LogError("Cook output directory not found ({0})", CookedDirectory.FullName);
return false;
}
Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2912513 on 2016/03/16 by David.Ratti attempted cook fix #rb none #tests compile Change 2912456 on 2016/03/16 by Zak.Middleton #ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly. #rb John.Pollard #tests Replays and MultiPIE vs AI Change 2912386 on 2016/03/16 by Ben.Marsh BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces. Change 2912378 on 2016/03/16 by Ben.Marsh BuildGraph: Fix format of custom build arguments when running with buildgraph. Change 2912318 on 2016/03/16 by Marcus.Wassmer Fix mallocleakdetection false positives, and hash collision data corruption. #rb none #test leak finding on goldenpath Change 2912242 on 2016/03/16 by Lukasz.Furman CIS fix #rb none #tests none Change 2912239 on 2016/03/16 by Ben.Marsh UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there. #rb none #tests generated project files using UGS after making change Change 2912211 on 2016/03/16 by Ben.Marsh BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders. #rb none #codereview Wes.Hunt #tests none Change 2912196 on 2016/03/16 by Mieszko.Zielinski Added a missing #pragma once to GameplayDebuggerCompat.h #Orion #rb Lukasz.Furman #test none Change 2912165 on 2016/03/16 by Lukasz.Furman new gameplay debugger and some replication fixes (disabled by default) uncommment debugger's setup line in FOrionGameModule::StartupModule to enable #orion #rb none #tests yes, a lot. #codereview Mieszko.Zielinski Change 2912065 on 2016/03/16 by Jason.Bestimt [AUTOMERGE] #ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016 #RB:none #Tests:none #CodeReview: matt.schembari -------- Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56. Change 2912045 on 2016/03/16 by David.Ratti Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues #rb DanY #tests PIE Change 2912030 on 2016/03/16 by Alex.Fennell Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/... support for cookies across curl easy handles in libcurl #TESTS: cookie support confirmed by using the http test targetting google.com #RB: david.nikdel #codereview: david.nikdel, jason.bestimt Change 2911870 on 2016/03/16 by Laurent.Delayen - Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications. - FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from. - New notifications are backwards compatible with old. - Added bIsNativeBranchingPoint flag to notify classes to force them into branching points. #rb martin.wilson, frank.gigliotti #tests Kuro VS Rampage abilities in networked PIE Change 2911763 on 2016/03/16 by Nick.Atamas Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue. #rb none #test Editor does not crash. #codereview Matt.Kuhlenschmidt Change 2911631 on 2016/03/16 by Dmitry.Rekman Fix AvgPing perfcounter being occasionally NaN (FORT-20523) - Prevent division by zero. #rb none [CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00
List<FileReference> CookedFiles = CookedDirectory.EnumerateFileReferences("*", System.IO.SearchOption.AllDirectories).ToList();
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2904087) ========================== MAJOR FEATURES + CHANGES ========================== #lockdown Nick.Penwarden Change 2903938 on 2016/03/10 by Frank.Gigliotti Added an instance ID to FAnimMontageInstance #CodeReview Laurent.Delayen #RB Laurent.Delayen #Tests PIE Change 2903745 on 2016/03/10 by Wes.Hunt Update Oodle TPS #rb none #tests none #codereview:john.pollard Change 2903689 on 2016/03/10 by Uriel.Doyon New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero. #rb marcus.wasmer #codereview marcus.wassmer #tests editor, playing PC games, trying the new command Change 2903669 on 2016/03/10 by Aaron.McLeran OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds - Change only effects debug stat commands for audio guys #rb none #tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds Change 2903625 on 2016/03/10 by John.Pollard XB1 Oodle SDK #rb none #tests none #codereview Jeff.Campeau Change 2903577 on 2016/03/10 by Ben.Marsh Remaking latest build scripts from //UE4/Main @ 2900980. Change 2903560 on 2016/03/10 by Ben.Marsh Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP. Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components: * Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules. * Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts. * Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts. * Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts. * Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on. Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope. Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs. File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on. Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system. A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type. #rb none #codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett #tests local only so far, but not part of any build process yet Change 2903539 on 2016/03/10 by John.Pollard Improve replay playback debugging of character movement #rb none #tests replays Change 2903526 on 2016/03/10 by Ben.Marsh Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks. #rb none #tests none Change 2903512 on 2016/03/10 by Dan.Youhon Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s #rb None #tests Compiles Change 2903474 on 2016/03/10 by Marc.Audy Fix crash if ChildActor is null #rb None #tests None Change 2903314 on 2016/03/10 by Marc.Audy Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken #rb James.Golding #tests Selection of child actors works as expected #jira UE-28201 Change 2903298 on 2016/03/10 by Simon.Tovey Disabling the trails optimization. #tests none #rb none #codereview Olaf.Piesche Change 2903124 on 2016/03/10 by Robert.Manuszewski Small refactor to pak signing to help with exe protection #rb none #tests none [CL 2907678 by Andrew Grant in Main branch]
2016-03-13 18:53:13 -04:00
if(CookedFiles.Count == 0)
{
CommandUtils.LogError("Cooking did not produce any files in {0}", CookedDirectory.FullName);
return false;
}
// Add them to the set of build products
BuildProducts.UnionWith(CookedFiles);
return true;
}
}
}